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Loup Garou/General Infected Questions

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SecondSight375

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« on: <02-08-15/0315:26> »
Hello everyone!

I recently got the Run Faster expansion for 5e and was looking through some of the infected qualities that one can take. I had a couple questions about the Loup Garou/infected in general:

1.  I was thinking of making a Loup Garou adept and would be taking the Improved Reflexes adept power. One of the powers gained by being a Loup Garou is +1 initiative die. But, the rules text of the Improved Reflexes adept power states, "The maximum rating of Improved Reflexes is 3, and the increase cannot be combined with other technological or magical increases to Initiative (5e, pg 310)." Would the +1 die I get for being a Loup Garou and the die I get from taking Improved Reflexes stack? Or does the +1 from Loup Garou count as a magical increase to initiative? If it does not stack, which one do I go with when rolling initiative? Whichever provides more die?


2.  The notes of Loup Garou state "During the 4-day peak of this 28-day cycle, a loup-garou will become savage and go berserk as a Bear shaman (p. 321, SR5) that fights as if it had a rating 3 adrenaline pump (Run Faster, pg 139)." Does this mean that the Loup Garou just goes on a savage rampage during this time and does not distinguish between friend and foe?


3.  Taking the Loup Garou positive quality changes some of the natural maximums for attributes quite a bit. Do I have to assign attribute points before I take the quality or can I assign them after I take the quality, after the maximums have been changed? My understanding of character creation was that it all kind of took place at the same time and could be done in any order.


4.  On Run Faster, pg 141, it says that "All Infected are dual natured and may freely learn the Assensing and Astral Combat skills. Unless they’re magically active, however, they cannot learn or use skills linked to the Magic attribute. Neither can they astrally project, bond foci, or initiate. An exception to this is given by the Magical Guard power, which enables the Infected character who has it to learn the Counterspelling skill." Does this mean that if they WERE magically active before being turned that they CAN astrally project, bond foci, etc? For example, would my Loup Garou adept be able to bond foci because he was magically active before the change?


I know this was kinda a long post, so thanks to anyone who takes the time to answer!

Ryo

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« Reply #1 on: <02-08-15/0443:27> »
1. I would say they stack, as being infected is more of an inherent trait than a magical boost, but there's no official word on the matter and your mileage may vary on opinions there. Ask your GM what he thinks.

2. You go berserk as a Bear Shaman, and Bear Shamans distinguish friend from foe. So no, it's not an indiscriminate rampage.

3. The effects of Qualities apply before spending your Attribute points. It's the same way with Qualities like Exceptional Attribute and Lucky, allowing you to hit your new maximum without spending karma to do so.

4. If you are an adept, yes, you can bond foci. Being Dual Natured does not inhibit that ability. Becoming Dual Natured adds abilities to the mundane, but does not subtract any abilities from the Awakened.

UnLimiTeD

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« Reply #2 on: <02-08-15/0642:45> »
I'd like to reference this thread for a lot of questions and answers regarding character creation., including some long answers by the writer of the actual rules.

As for 3, let me just quote Run Faster (the Red Sidebox):

Quote
CREATING AN INFECTED
CHARACTER STEP BY STEP

Create character as normal, remembering that there will be
changes in Essence and Magic and ability to use cyberware
and technomancer skills as you go forward
.
At Step Four (Qualities) buy the appropriate Infected Quality
(making sure you are the correct species). Ensure you purchase
enough Negative Qualities so that you have the total Karma
amount you need. When you acquire the Infected quality, do
the following:
• Note down the changes in minimum and maximum
attributes.
• Add two points to selected Physical Attributes (+1 to two
or +2 to one)
• Add two points to selected Mental Attributes (+1 to two
or +2 to one)
• Make appropriate Essence/Magic changes according to
the strain of HMHVV you have.
• Apply Powers and Weaknesses to your character.
Then continue on with Step Five of the character creation
process!
Furthermore:
Quote
Fledgling Infected do not, in general, begin their new lives with the entire
gamut of modified attributes that NPC Infected do.

Each Infected quality lists both the Physical and Mental
Attributes that can be improved by HMHVV. The newly
Infected PC may increase two Physical attributes by
one point each, or one Physical attribute by two points.
Likewise, they may increase two Mental attributes by
one point each, or one Mental Attribute by two points.
The attributes they select must come from the Improved
Physical Attributes and Improved Mental Attributes lists
included with each quality. The character’s new minimum
and maximum attributes are listed in the Infected
Metatype Attribute Table (p. 135).
So it's at least intended that you pick your attributes first, and then become Infected. As always, it's Gamemasters discretion, but I personally know no GM that would allow you to pick Attributes above your racial Maximum because the latter would rise through Infection.
You do get 2 free points on Physical and Mental Attributes, though.
Also to note, if you pick Magic, you'll lose a point with the Infection.
Still waiting on a Vector-Thrust Liminal Body.